Talk:Subsurface scattering
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Example image
The current example image is just bad. We need a good shot, both with and without SSS for comparison. The current image does not help at all in explaining or clarifying the article. Mazin07C₪T 20:27, 2 December 2006 (UTC)
I have moved here the just added resources section because, in the current format, does not respect any citation style. It is also too lenghty and not useful without some comments.ALoopingIcon 05:44, 23 May 2006 (UTC)
==Ressources== * Efficient Rendering of Local Subsurface Scattering ** by Tom Mertens, Jan Kautz, Philippe Bekaert, Frank Van Reeth, Hans-Peter Seide * Interactive Rendering of Translucent Deformable Objects ** by Tom Mertensy, Jan Kautzz, Philippe Bekaerty, Hans-Peter Seidelz, Frank Van Reethy * A Computational Approach to Simulate Subsurface Light Diffusion in Arbitrarily Shaped Objects ** by Tom Haber, Tom Mertens, Philippe Bekaert, Frank Van Reeth * Interactive Rendering of Translucent Objects ** by Hendrik P.A. Lensch, Michael Goesele, Philippe Bekaert, Jan Kautz, Marcus A. Magnor , Jochen Lang, Hans-Peter Seidel * A Practical Model for Subsurface Light Transport ** by Henrik Wann Jensen, Stephen R. Marschner, Marc Levoy, Pat Hanrahan * A Rapid Hierarchical Rendering Technique for Translucent Materials ** by Henrik Wann Jensen, Juan Buhler * Light Diffusion in Multi-Layered Translucent Materials ** by Craig Donner, Henrik Wann Jensen * A Hybrid Monte Carlo Method for Accurate and Efficient Subsurface Scattering ** by Hongsong Li, Fabio Pellacini, Kenneth Torrance * Revisiting the Foundations of Subsurface Scattering ** Gladimir V. G. Baranoski, Aravind Krishnaswamy, Bradley Kimmel * Translucent Shadow Maps ** by Carsten Dachsbachery, Marc Stammingerz ===realtime=== * Local, Deformable Precomputed Radiance Transfer ** by Peter-Pike Sloan, Ben Luna, John Snyder * Real-Time Skin Rendering on Graphics Hardware ** by Pedro V. Sander, David Gosselin, Jason L. Mitchell * Real–Time Rendering of Translucent Meshes ** by XUEJUN HAO, AMITABH VARSHNEY * GPU Algorithms for Radiosity and Subsurface Scattering ** by Nathan A. Carr, Jesse D. Hall, John C. Hart